diff --git a/Demos/README.md b/Demos/README.md index 100497a5..aeccf91e 100644 --- a/Demos/README.md +++ b/Demos/README.md @@ -50,10 +50,11 @@ The demo can be found in the `LunarG-VulkanSamples/Cube` folder, and in the `LunarG-VulkanSamples/Cube` group in the *Xcode Project Navigator* in the `Cube.xcworkspace` *Xcode* workspace. -To run this demo, run either the `Cube-iOS` or `Cube-macOS` *Scheme* from within *Xcode*. +To run this demo, run the `Cube-iOS`, `Cube-tvOS`, or `Cube-macOS` *Scheme* from within *Xcode*. +In addition to devices, this demo will also run on the `iOS Simulator` or `tvOS Simulator` destinations. -This demo includes a sizable window, and represents an example of how to detect, within your -*Vulkan* code, when a window has been resized, and to modify the *Vulkan* swapchain accordingly. +The *macOS* version of this demo includes a sizable window, and represents an example of how to detect, +within your *Vulkan* code, when a window has been resized, and to modify the *Vulkan* swapchain accordingly. The `Cube` demo is a simple example of installing **MoltenVK** as a *dynamic library*. In this demo, the **MoltenVK** *dynamic library* is embedded in the application, but it could have been installed diff --git a/Docs/MoltenVK_Runtime_UserGuide.md b/Docs/MoltenVK_Runtime_UserGuide.md index b3270cda..682d8429 100644 --- a/Docs/MoltenVK_Runtime_UserGuide.md +++ b/Docs/MoltenVK_Runtime_UserGuide.md @@ -41,8 +41,8 @@ Table of Contents About This Document ------------------- -This document describes how to integrate the **MoltenVK** runtime distribution package into a game -or application, once **MoltenVK** has been built into a framework or library for *iOS* or *macOS*. +This document describes how to integrate the **MoltenVK** runtime distribution package into a game or +application, once **MoltenVK** has been built into a framework or library for *macOS*, *iOS*, or *tvOS*. To learn how to use the **MoltenVK** open-source repository to build a **MoltenVK** runtime distribution package, see the main [`README.md`](../README.md) document in the `MoltenVK` repository. @@ -55,9 +55,9 @@ About **MoltenVK** **MoltenVK** is a layered implementation of [*Vulkan 1.0*](https://www.khronos.org/vulkan) graphics and compute functionality, that is built on Apple's [*Metal*](https://developer.apple.com/metal) -graphics and compute framework on both *iOS* and *macOS*. **MoltenVK** allows you to use *Vulkan* graphics -and compute functionality to develop modern, cross-platform, high-performance graphical games and applications, -and to run them across many platforms, including both *iOS* and *macOS*. +graphics and compute framework on *macOS*, *iOS*, and *tvOS*. **MoltenVK** allows you to use *Vulkan* +graphics and compute functionality to develop modern, cross-platform, high-performance graphical games +and applications, and to run them across many platforms, including both *macOS*, *iOS*, and *tvOS*. *Metal* uses a different shading language, the *Metal Shading Language (MSL)*, than *Vulkan*, which uses *SPIR-V*. **MoltenVK** automatically converts your *SPIR-V* shaders @@ -66,10 +66,10 @@ to their *MSL* equivalents. This can be performed transparently at run time, usi [**MoltenVKShaderConverter**](#shader_converter_tool) tool provided with this **MoltenVK** distribution package. -To provide *Vulkan* capability to the *iOS* and *macOS* platforms, **MoltenVK** uses *Apple's* -publicly available API's, including *Metal*. **MoltenVK** does **_not_** use any private or -undocumented API calls or features, so your app will be compatible with all standard distribution -channels, including *Apple's App Store*. +To provide *Vulkan* capability to the*macOS*, *iOS*, and *tvOS* platforms, **MoltenVK** uses +*Apple's* publicly available API's, including *Metal*. **MoltenVK** does **_not_** use any +private or undocumented API calls or features, so your app will be compatible with all +standard distribution channels, including *Apple's App Store*. @@ -82,13 +82,16 @@ Installing **MoltenVK** in Your *Vulkan* Application **MoltenVK** references the latest *Apple SDK* frameworks. To access these frameworks when building your app, and to avoid build errors, be sure to use the latest publicly available version of *Xcode*. ->***Note:*** To support `IOSurfaces`, any app that uses **MoltenVK**, must be built with a minimum -**iOS Deployment Target** (aka `IPHONEOS_DEPLOYMENT_TARGET `) build setting of `iOS 11.0` or greater. +>***Note:*** To support `IOSurfaces` on *iOS* or *tvOS*, any app that uses **MoltenVK** must be +built with a minimum **iOS Deployment Target** (aka `IPHONEOS_DEPLOYMENT_TARGET `) build setting +of `iOS 11.0` or greater, or a minimum **tvOS Deployment Target** (aka `TVOS_DEPLOYMENT_TARGET `) +build setting of `tvOS 11.0` or greater. -Once built, your app integrating the **MoltenVK** libraries can be run on *iOS* or *macOS* devices -that support *Metal*. +Once built, your app integrating the **MoltenVK** libraries can be run on *macOS*, *iOS* or *tvOS* +devices that support *Metal*, or on the *Xcode* *iOS Simulator* or *tvOS Simulator*. -- At runtime, **MoltenVK** requires at least *macOS 10.11* or *iOS 9* (or *iOS 11* if using `IOSurfaces`). +- At runtime, **MoltenVK** requires at least *macOS 10.11*, *iOS 9*, or *tvOS 9* + (or *iOS 11* or *tvOS 11* if using `IOSurfaces`). - Information on *macOS* devices that are compatible with *Metal* can be found in [this article](http://www.idownloadblog.com/2015/06/22/how-to-find-mac-el-capitan-metal-compatible). - Information on *iOS* devices that are compatible with *Metal* can be found in @@ -106,10 +109,11 @@ Depending on your build and deployment needs, you can install **MoltenVK** as a about which linking and deployment option you need, follow the steps for installing a *static framework*, as it is the simplest to install. ->**_Note:_** Distributing an app containing a dynamic library via the *iOS App Store* can require -specialized bundling. Unless you have specific needs for dynamic libraries, the recommended -approach on *iOS* is to link **MoltenVK** to your app as a static library. - +>**_Note:_** Distributing an app containing a dynamic library via the *iOS App Store* or + *tvOS App Store* can require specialized bundling. Unless you have specific needs for + dynamic libraries, the recommended approach on *iOS* or *tvOS* is to link **MoltenVK** + to your app as a static library or framework. + 1. Open your application in *Xcode* and select your application's target in the *Project Navigator* panel. @@ -122,12 +126,14 @@ approach on *iOS* is to link **MoltenVK** to your app as a static library. setting, add an entry that points to **_one_** of the following folders: - `MoltenVK/macOS/framework` *(macOS)* - `MoltenVK/iOS/framework` *(iOS)* + - `MoltenVK/tvOS/framework` *(tvOS)* - If installing **MoltenVK** as a *static library* in your application: 1. In the **Library Search Paths** (aka `LIBRARY_SEARCH_PATHS`) setting, add an entry that points to **_one_** of the following folders: - `MoltenVK/macOS/static` *(macOS)* - `MoltenVK/iOS/static` *(iOS)* + - `MoltenVK/tvOS/static` *(tvOS)* 2. In the **Header Search Paths** (aka `HEADER_SEARCH_PATHS`) setting, add an entry that points to the `MoltenVK/include` folder. @@ -137,6 +143,7 @@ approach on *iOS* is to link **MoltenVK** to your app as a static library. add an entry that points to **_one_** of the following folders: - `MoltenVK/macOS/dynamic` *(macOS)* - `MoltenVK/iOS/dynamic` *(iOS)* + - `MoltenVK/tvOS/dynamic` *(tvOS)* 2. In the **Header Search Paths** (aka `HEADER_SEARCH_PATHS`) setting, add an entry that points to the `MoltenVK/include` folder. @@ -146,13 +153,15 @@ approach on *iOS* is to link **MoltenVK** to your app as a static library. you would typically set this value to either: - `@executable_path/../Frameworks` *(macOS)* - - `@executable_path/Frameworks` *(iOS)* + - `@executable_path/Frameworks` *(iOS or tvOS)* The `libMoltenVK.dylib` library is internally configured to be located at `@rpath/libMoltenVK.dylib`. 3. With the *Build Settings* tab open, if using `IOSurfaces` on *iOS*, open the **iOS Deployment Target** - (aka `IPHONEOS_DEPLOYMENT_TARGET`) setting, and ensure it is set to a value of `iOS 11.0` or greater. + (aka `IPHONEOS_DEPLOYMENT_TARGET`) setting, and ensure it is set to a value of `iOS 11.0` or greater, + or if using `IOSurfaces` on *tvOS*, open the **tvOS Deployment Target** (aka `TVOS_DEPLOYMENT_TARGET`) + setting, and ensure it is set to a value of `tvOS 11.0` or greater. 4. On the *Build Phases* tab, open the *Link Binary With Libraries* list. @@ -166,6 +175,11 @@ approach on *iOS* is to link **MoltenVK** to your app as a static library. - `MoltenVK/iOS/static/libMoltenVK.a` *(static library)* - `MoltenVK/iOS/dynamic/libMoltenVK.dylib` *(dynamic library)* + - For *tvOS*, drag **_one_** of the following files to the *Link Binary With Libraries* list: + - `MoltenVK/tvOS/framework/MoltenVK.framework ` *(static framework)* + - `MoltenVK/tvOS/static/libMoltenVK.a` *(static library)* + - `MoltenVK/tvOS/dynamic/libMoltenVK.dylib` *(dynamic library)* + 5. While in the *Link Binary With Libraries* list on the *Build Phases* tab, if you do **_not_** have the **Link Frameworks Automatically** (aka `CLANG_MODULES_AUTOLINK`) and **Enable Modules (C and Objective-C)** (aka `CLANG_ENABLE_MODULES`) settings enabled, click @@ -175,8 +189,9 @@ approach on *iOS* is to link **MoltenVK** to your app as a static library. - `Foundation.framework`. - `QuartzCore.framework` - `IOKit.framework` (*macOS*) - - `UIKit.framework` (*iOS*) - - `IOSurface.framework` (*macOS*, or *iOS* if `IPHONEOS_DEPLOYMENT_TARGET` is at least `iOS 11.0`) + - `UIKit.framework` (*iOS* or *tvOS*) + - `IOSurface.framework` (*macOS*, or *iOS* if `IPHONEOS_DEPLOYMENT_TARGET` is at least `iOS 11.0`, + or *tvOS* if `TVOS_DEPLOYMENT_TARGET` is at least `tvOS 11.0`) 6. If installing **MoltenVK** as a *dynamic library* in your application, arrange to install the `libMoltenVK.dylib` file in your application environment: @@ -192,10 +207,12 @@ approach on *iOS* is to link **MoltenVK** to your app as a static library. 3. Drag **_one_** of the following files to the *Copy Files* list in this new build phase: - `MoltenVK/macOS/dynamic/libMoltenVK.dylib` *(macOS)* - `MoltenVK/iOS/dynamic/libMoltenVK.dylib` *(iOS)* + - `MoltenVK/tvOS/dynamic/libMoltenVK.dylib` *(tvOS)* - - Alternately, you may create your own installation mechanism to install either the - `MoltenVK/macOS/dynamic/libMoltenVK.dylib` or `MoltenVK/iOS/dynamic/libMoltenVK.dylib` - file into a standard *macOS* or *iOS* system library folder on the user's device. + - Alternately, you may create your own installation mechanism to install one of the + `MoltenVK/macOS/dynamic/libMoltenVK.dylib`, `MoltenVK/iOS/dynamic/libMoltenVK.dylib`, + or `MoltenVK/tvOS/dynamic/libMoltenVK.dylib` file into a standard *macOS*, *iOS*, or + *tvOS* system library folder on the user's device. 7. When a *Metal* app is running from *Xcode*, the default ***Scheme*** settings reduce performance. To improve performance and gain the benefits of *Metal*, perform the @@ -287,17 +304,16 @@ In addition to core *Vulkan* functionality, **MoltenVK** also supports the foll - `VK_MVK_moltenvk` - `VK_AMD_gpu_shader_half_float` - `VK_AMD_negative_viewport_height` -- `VK_AMD_shader_image_load_store_lod` *(iOS)* +- `VK_AMD_shader_image_load_store_lod` *(iOS and tvOS)* - `VK_AMD_shader_trinary_minmax` *(requires Metal 2.1)* -- `VK_IMG_format_pvrtc` *(iOS)* +- `VK_IMG_format_pvrtc` *(iOS and tvOS)* - `VK_INTEL_shader_integer_functions2` - `VK_NV_glsl_shader` -In order to visibly display your content on *iOS* or *macOS*, you must enable the `VK_EXT_metal_surface` -extension, and use the function defined in that extension to create a *Vulkan* rendering surface. -You can enable the `VK_EXT_metal_surface` extension by defining the `VK_USE_PLATFORM_METAL_EXT` -guard macro in your compiler build settings. See the description of the `mvk_vulkan.h` file below for -a convenient way to enable this extension automatically. +In order to visibly display your content on *macOS*, *iOS*, or *tvOS*, you must enable the +`VK_EXT_metal_surface` extension, and use the function defined in that extension to create a +*Vulkan* rendering surface. You can enable the `VK_EXT_metal_surface` extension by defining the `VK_USE_PLATFORM_METAL_EXT` guard macro in your compiler build settings. See the description of +the `mvk_vulkan.h` file below for a convenient way to enable this extension automatically. @@ -320,8 +336,8 @@ where `HEADER_FILE` is one of the following: - `mvk_vulkan.h` - This is a convenience header file that loads the `vulkan.h` header file with the appropriate **MoltenVK** *Vulkan* platform surface extension automatically - enabled for *iOS* or *macOS*. Use this header file in place of the `vulkan.h` header file, - where access to a **MoltenVK** platform surface extension is required. + enabled for *macOS*, *iOS*, or *tvOS*. Use this header file in place of the `vulkan.h` + header file, where access to a **MoltenVK** platform surface extension is required. The `mvk_vulkan.h` header file automatically enables the `VK_USE_PLATFORM_METAL_EXT` build setting and `VK_EXT_metal_surface` *Vulkan* extension. diff --git a/Docs/Whats_New.md b/Docs/Whats_New.md index 673bf7c5..df08073a 100644 --- a/Docs/Whats_New.md +++ b/Docs/Whats_New.md @@ -21,7 +21,12 @@ Released TBD - Add support for extensions: - VK_KHR_sampler_ycbcr_conversion - VK_EXT_robustness2 -- `fetchDependencies` script supports platform build selection. +- Add support for **_tvOS_** platform. +- Add support for **_iOS Simulator_** and **_tvOS Simulator_** build destinations. +- Cube demo runs on **_tvOS_**, **_iOS Simulator_**, and **_tvOS Simulator_**. +- **_MoltenVK_** Xcode schemes support building fat *Platform+Simulator* binaries. +- `Makefile` supports building fat *Platform+Simulator* binaries, plus *Debug* builds. +- `fetchDependencies` script supports platform build selection, plus parallel builds. - Fix issue where mapped host-coherent device memory not updated from image contents on *macOS*. - Remove use of `@available()` directive as it was causing issues in some build environments. - Refactor **MoltenVK** *Xcode* build architectures. diff --git a/README.md b/README.md index 7413542c..b460cde9 100644 --- a/README.md +++ b/README.md @@ -17,7 +17,7 @@ For best results, use a Markdown reader.* Table of Contents ----------------- -- [Developing Vulkan Applications on macOS and iOS](#developing_vulkan) +- [Developing Vulkan Applications on *macOS, iOS, and tvOS*](#developing_vulkan) - [Introduction to **MoltenVK**](#intro) - [Fetching **MoltenVK** Source Code](#install) - [Building **MoltenVK**](#building) @@ -30,8 +30,8 @@ Table of Contents -Developing Vulkan Applications for macOS and iOS ------------------------------------------------- +Developing Vulkan Applications for *macOS, iOS, and tvOS* +--------------------------------------------------------- The recommended method for developing a *Vulkan* application for *macOS* is to use the [*Vulkan SDK*](https://vulkan.lunarg.com/sdk/home). @@ -43,9 +43,10 @@ tool for application developers because they identify inappropriate use of the * If you are developing a *Vulkan* application for *macOS*, it is highly recommended that you use the [*Vulkan SDK*](https://vulkan.lunarg.com/sdk/home) and the **MoltenVK** library included in it. -If you are developing a *Vulkan* application for *iOS*, or are developing a *Vulkan* application for -*macOS* and want to use a different **MoltenVK** runtime library than provided in the *macOS Vulkan SDK*, -you can use this document to learn how to build a **MoltenVK** runtime library from source code. +If you are developing a *Vulkan* application for *iOS* or *tvOS*, or are developing a *Vulkan* +application for *macOS* and want to use a different version of the **MoltenVK** runtime library +provided in the *macOS Vulkan SDK*, you can use this document to learn how to build a **MoltenVK** +runtime library from source code. To learn how to integrate the **MoltenVK** runtime library into a game or application, see the [`MoltenVK_Runtime_UserGuide.md `](Docs/MoltenVK_Runtime_UserGuide.md) @@ -59,30 +60,31 @@ Introduction to MoltenVK **MoltenVK** is a layered implementation of [*Vulkan 1.0*](https://www.khronos.org/vulkan) graphics and compute functionality, that is built on Apple's [*Metal*](https://developer.apple.com/metal) -graphics and compute framework on both *iOS* and *macOS*. **MoltenVK** allows you to use *Vulkan* graphics -and compute functionality to develop modern, cross-platform, high-performance graphical games and applications, -and to run them across many platforms, including both *iOS* and *macOS*. +graphics and compute framework on *macOS*, *iOS*, and *tvOS*. **MoltenVK** allows you to use *Vulkan* +graphics and compute functionality to develop modern, cross-platform, high-performance graphical +games and applications, and to run them across many platforms, including *macOS*, *iOS*, and *tvOS*. *Metal* uses a different shading language, the *Metal Shading Language (MSL)*, than *Vulkan*, which uses *SPIR-V*. **MoltenVK** automatically converts your *SPIR-V* shaders to their *MSL* equivalents. -To provide *Vulkan* capability to the *iOS* and *macOS* platforms, **MoltenVK** uses *Apple's* +To provide *Vulkan* capability to the *macOS*, *iOS*, and *tvOS* platforms, **MoltenVK** uses *Apple's* publicly available API's, including *Metal*. **MoltenVK** does **_not_** use any private or undocumented API calls or features, so your app will be compatible with all standard distribution channels, including *Apple's App Store*. The **MoltenVK** runtime package contains two products: -- **MoltenVK** is a driver-level implementation of the [*Vulkan 1.0*](https://www.khronos.org/vulkan) - graphics and compute API. +- **MoltenVK** is a implementation of an almost-complete subset of the + [*Vulkan 1.0*](https://www.khronos.org/vulkan) graphics and compute API. - **MoltenVKShaderConverter** converts *SPIR-V* shader code to *Metal Shading Language (MSL)* shader code, and converts *GLSL* shader source code to *SPIR-V* shader code and/or - *Metal Shading Language (MSL)* shader code. The *SPIR-V* converter is included in the - **MoltenVK** runtime to automatically convert *SPIR-V* shaders to their *MSL* equivalents. - In addition, both the *SPIR-V* and *GLSL* converters can be be packaged into a stand-alone - command-line *macOS* tool for converting shaders at development time. + *Metal Shading Language (MSL)* shader code. The *SPIR-V* portion of the converter is also + embedded in the **MoltenVK** runtime to automatically convert *SPIR-V* shaders to their *MSL* + equivalents. In addition, both the *SPIR-V* and *GLSL* converters are packaged into a + stand-alone command-line `MoltenVKShaderConverter` *macOS* tool for converting shaders + at development time from the command line. @@ -115,13 +117,13 @@ on which **MoltenVK** relies: When running the `fetchDependencies` script, you must specify one or more platforms for which to build the external libraries. The platform choices include: - --ios --iosfat --tvos --tvosfat --macos --all + --all --macos --ios --iosfat --tvos --tvosfat You can specify multiple of these selections. The `--iosfat` and `--tvosfat` selection builds one binary for each external library, with each binary including code for both *iOS* and *iOS Simulator* platforms, or *tvOS* and *tvOS Simulator* platforms, respectively. The `--all` selection is the same -as selecting `--iosfat --tvosfat --macos` and results in three binaries for each external library: -a *fat iOS* binary, a *fat tvOS* binary, and a *macOS* binary. The more selections you include, +as selecting `--macos --iosfat --tvosfat` and results in three binaries for each external library: +a *macOS* binary, a *fat iOS* binary, and a *fat tvOS* binary. The more selections you include, the longer the build time. For more information about the external open-source libraries used by **MoltenVK**, @@ -135,13 +137,16 @@ Building **MoltenVK** During building, **MoltenVK** references the latest *Apple SDK* frameworks. To access these frameworks, and to avoid build errors, be sure to use the latest publicly available version of *Xcode*. ->***Note:*** To support `IOSurfaces` on *iOS*, **MoltenVK**, and any app that uses **MoltenVK**, -must be built with a minimum **iOS Deployment Target** (aka `IPHONEOS_DEPLOYMENT_TARGET `) build -setting of `iOS 11.0` or greater. +>***Note:*** To support `IOSurfaces` on *iOS* or *tvOS*, **MoltenVK**, and any app that uses +**MoltenVK**, must be built with a minimum **iOS Deployment Target** (aka `IPHONEOS_DEPLOYMENT_TARGET `) +build setting of `iOS 11.0` or greater, or a minimum **tvOS Deployment Target** (aka `TVOS_DEPLOYMENT_TARGET `) +build setting of `tvOS 11.0` or greater. -Once built, the **MoltenVK** libraries can be run on *iOS* or *macOS* devices that support *Metal*. +Once built, the **MoltenVK** libraries can be run on *macOS*, *iOS* or *tvOS* devices that support *Metal*, +or on the *Xcode* *iOS Simulator* or *tvOS Simulator*. -- At runtime, **MoltenVK** requires at least *macOS 10.11* or *iOS 9* (or *iOS 11* if using `IOSurfaces`). +- At runtime, **MoltenVK** requires at least *macOS 10.11*, *iOS 9*, or *tvOS 9* + (or *iOS 11* or *tvOS 11* if using `IOSurfaces`). - Information on *macOS* devices that are compatible with *Metal* can be found in [this article](http://www.idownloadblog.com/2015/06/22/how-to-find-mac-el-capitan-metal-compatible). - Information on *iOS* devices that are compatible with *Metal* can be found in @@ -229,7 +234,7 @@ Running the **MoltenVK** Demo Applications Once you have compiled and built the **MoltenVK** runtime distribution package from this **MoltenVK** repository, as described in the [Building **MoltenVK**](#building) section, you can explore how **MoltenVK** provides *Vulkan* -support on *iOS* and *macOS* by investigating and running the demo applications that are included in **MoltenVK**. +support on *macOS*, *iOS*, and *tvOS* by investigating and running the demo applications that are included in **MoltenVK**. The **MoltenVK** demo apps are located in the `Demos` folder. Each demo app is available as an *Xcode* project. To review and run the included demo apps, open the `Demos/Demos.xcworkspace` workspace in *Xcode*. @@ -260,19 +265,20 @@ the contents of that directory out of this **MoltenVK** repository into your own **MoltenVK** and *Vulkan* Compliance ------------------------------------ -**MoltenVK** is designed to be a *Vulkan 1.0* driver that runs on *macOS* and *iOS* platforms by mapping *Vulkan* -capability to native *Metal* capability. +**MoltenVK** is designed to be an implementation of a *Vulkan 1.0* subset that runs on *macOS*, *iOS*, +and *tvOS* platforms by mapping *Vulkan* capability to native *Metal* capability. The fundamental design and development goal of **MoltenVK** is to provide this capability in a way that is both maximally compliant with the *Vulkan 1.0* specification, and maximally performant. Such compliance and performance is inherently affected by the capability available through *Metal*, as the -native driver on *macOS* and *iOS* platforms. *Vulkan* compliance may fall into one of the following categories: +native graphics driver on *macOS*, *iOS*, and *tvOS* platforms. *Vulkan* compliance may fall into one of +the following categories: -- Direct mapping between *Vulkan* capabilities and *Metal* capabilities. Within **MoltenVK**, almost all capability - is the result of this type of direct mapping. +- Direct mapping between *Vulkan* capabilities and *Metal* capabilities. Within **MoltenVK**, the vast + majority of *Vulkan* capability is the result of this type of direct mapping. -- Synthesized compliance through alternate implementation. A very small amount of capability is provided using +- Synthesized compliance through alternate implementation. A small amount of capability is provided using this mechanism, such as via an extra render or compute shader stage. - Non-compliance. This appears where the capabilities of *Vulkan* and *Metal* are sufficiently different, that @@ -286,10 +292,11 @@ The **MoltenVK** development team welcomes you to [post Issues](https://github.c of non-compliance, and engage in discussions about how compliance can be improved, and non-compliant features can be implemented or worked around. -**MoltenVK** is a key component of the [*Khronos Vulkan Portability Initiative*](https://www.khronos.org/vulkan/portability-initiative), +**MoltenVK** is a key component of the +[*Khronos Vulkan Portability Initiative*](https://www.khronos.org/vulkan/portability-initiative), whose intention is to provide specifications, resources, and tools to allow developers to understand and design their *Vulkan* apps for maximum cross-platform compatibility and portability, including on platforms, such as -*macOS* and *iOS*, where a native *Vulkan* driver is not available. +*macOS*, *iOS*, and *tvOS*, where a native *Vulkan* driver is not available.